/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "light_p.h" #include "qabstractlight.h" #include "qabstractlight_p.h" #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { QNodeId Light::shaderData() const { return m_shaderDataId; } void Light::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) { BackendNode::syncFromFrontEnd(frontEnd, firstTime); const QAbstractLight *node = qobject_cast(frontEnd); if (!node) return; if (firstTime) { QAbstractLightPrivate *d = static_cast(QAbstractLightPrivate::get(const_cast(frontEnd))); m_shaderDataId = d->m_shaderData ? d->m_shaderData->id() : QNodeId{}; BackendNode::markDirty(AbstractRenderer::LightsDirty); } } RenderLightFunctor::RenderLightFunctor(AbstractRenderer *renderer, NodeManagers *managers) : m_managers(managers) , m_renderer(renderer) { } Qt3DCore::QBackendNode *RenderLightFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const { Light *backend = m_managers->lightManager()->getOrCreateResource(change->subjectId()); backend->setRenderer(m_renderer); return backend; } Qt3DCore::QBackendNode *RenderLightFunctor::get(Qt3DCore::QNodeId id) const { return m_managers->lightManager()->lookupResource(id); } void RenderLightFunctor::destroy(Qt3DCore::QNodeId id) const { Light *backend = m_managers->lightManager()->getOrCreateResource(id); m_renderer->markDirty(AbstractRenderer::LightsDirty, backend); m_managers->lightManager()->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE